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Changelogs (Updated 3.6.2017)

Changelogs

All what is this mod about and future updates will be listed here.

Campaign Changes:

- Complete Economy system rebalance - this includes all building effects, costs, sanitation, squalor, food and public order mechanics.
- Religion, cultural coversion and population growth rebalanced to play more important role.New army, navy and agents limits:

- Zone control of armies reduced.
- Unit minimum stregth increased from 0,05 to 0,15.
- Small rebalance of army action points.
- Edited civil wars so they can be avoided even on highest fame levels.
- Generals and Armies getting 3 skill points from level 3.
- Rebalanced amount of experience needed for units to level up.
- Rebalanced diplomacy status numbers: Friendly (35), Hostile (-90), Unfriendly (-55), Very friendly (70)
- Rebalanced conquest decisions - more options and potential gold income from various decisions.
- Only Nomads now can raze settlements.
- Improved Garrisons for all factions in main and minor city buildings. Progressive system - higher tier buildings provide more and better soldiers
- Ambush chance increased on almost all terrain types.
- Kids are adult and can be used since age of 18 (instead vanilla 20), increased chance to have a child by 5% and increased maximum number of family kids by 1.
- Several politics and family tree tweaks to be even more interesting to play with.
- Loyalty factors rebalanced.
- Several technologies slightly rebalanced.
- Colonise settlement cost reduced to 12000.
- Many changes to building recruitment system - additions which helps Ai to be able to handle many building types.
- Reworked unit replacements - about 65% of them were removed and units got their own recruitment requirements - more unit variety in campaigns for all factions.
- Rebalanced general and army skills - several got their effects and values changed.

Battle Changes:

- Complete battle and units rebalance - every single unit got its stats, costs, upkeeps, abilities, weapons and equipment rebalanced. Battles are longer, more enjoyable and more tactical.
- New morale system - progressive, changes during battle rapidly, various effects changed. Overall longer and more interesting battles.
- Introducing new Weapon and Shield Tier system - Attilas one of many new features are unit tiers, this was enhanced to create for these tiers unique tier weapons and shields which enhancing unit variety and offer ultimate gamming experience. Higher tier units having simply higher tier equipment which makes battles way more interesting. Levy farmers has no longer same quality spears/shields as Elite Immortals. Every single weapon and shiled has now 3 tier variations which were assigned to all units as their tier is set.
- Every single weapon has its stats rebalanced, same as bonuses vs infantry, AP damage or cavalry/elephants. Every single armor and shiled has also been rebalanced.
- Reworked unit formations and spacing.
- Complete rebalance of all projectiles - every single bow, javelin, sling and crosbow has been edited to offer larger differences between types including reworked ranges, standard and AP damages, reload times - all stats and changes reflects directly in the game and also various munition types plays very important role when you choose your targets.
- Removed fire arrows from horses - simply fire scares the out of them!
- Doubled the health of walls and small city baricades.
- Increased ammo for all ranged units and arty to fit with new balance changes.
- Rebalanced all unit abilities - every ability got its stats, effects and duration changes. Also time when they can be used again is longer. Many abilities are unique for various cultures - Romans having different then barbarians etc.
- Rebalanced level up bonuses for units - more experienced units will play higher role.
- Unit masses and health system rebalanced - shock cavalry charges are really deadly if you not prepared.
- Fatigue system rebalanced - soldiers get tired quikcly in battles but once they are out for the moment they can get fresh faster.
- Increased reload time of Stone and Wooden Towers (50%) and slightly reduced their damage (20%) - they do hurt but no longer machine gun style.

AI Changes:

- Reworked AI recruitment system - AI will produce more balanced armies of various types of units when they are available.
- Ensured AI will use all units classes for future unit packs and wont ignore any unit types.
- Rebalanced AI campaign difficulty bonuses - on higher difficulties it will be really challenge for players.
- AI budget slightly reworked, added higher funds limits to operate with every turn.
- Rebalanced most diplomacy effects and offers which results in more logical aproach when deal is accepted or refused and the outcome of it.

Graphics Changes:

- Added new logo to the main menu and campaign loading screens, representing the mod and you know its activated.
- Removed dust effects when arrows hit the ground.
- Removed various dust effects when army marches on places where no dust would ever appear.
- Improved user interface tab for unit stats - now it shows bonus vs cavalry, bonus vs infantry, range and reload aswell.

Last edited by Swiss Halberdier; January 26, 2016 at 05:45 AM.

Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.Follow us here - Team Radious

Re: Changelogs (Updated 22.2.2015)

Updated - 22.2.2015:

- Additional unit balancing.
- Several weapons rebalanced.
- Improved and increased AI budget, will be able to operate now with more funds.
- Reduced diplomacy penalty from higher Imperial levels (around 25-35%).
- Roman Religious Technologies no longer disable other buildings.
- Technologies from Tier 7 have longer research time ( around 15%), (11 tiers totaly, so first 6 tiers are untouched).
- Technologies which cost money - price increased.
- Research speed bonuses from buildings and character traits/skills increased so its more usefull to select/build those.
- Reduced building conversion penalty for Barbarians.

Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.Follow us here - Team Radious

Re: Changelogs (Updated 23.2.2015)

Updated - 23.2.2015:

- Additional minor fatigue balancing.
- Baricades got addtional health increase.
- Testudo formations added to most mid and late Roman infantry.
- Siege Escalation negative effects on moral, melee and defence skills reduced.
- Faction Traits for cultures and factions reworked - most of the traits got rebalanced, plenty new for cultures and specific factions to offer more variety and unique gameplay.
- Reduced cost of influence of many political actions - you can play more with these epic things now.
- Local province food shortage reworked, adds more negative public order but less hit to income.
- Several balance changes to character skills and technology effects.
- More variety to Religion - each type of religion got some additional effect which offers more options and interesting choices.
- Additional balance changes to food and sanitation numbers. Higher tier buildings (level 3-4) require more food.

Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.Follow us here - Team Radious

Re: Changelogs (Updated 25.2.2015)

Updated - 25.2.2015:

Radious Total Units ModReleased!

So here it is and this is how it begins. Our team presents you first 25 brand new and unique units for all playable factions. Units were created with very special care, same as translations, unit cards and all is perfectly balanced to Radious Total War Mod. Our plans are big, way more to come. We hope you enjoy these first units and let us know your feedback!

Have fun everyone.

Alans:

Alani Axemen

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Alani Light Swordmen

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Sarmantian Spear Warriors

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Alani Slingers

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Alani Heavy Skirmishers

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Franks:

Frankish Spearmen

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Danes:

Danish Archers

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Danish Spearmen

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Danish Warriors

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Danish Noble Cavalry

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Danish Scout Cavalry

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Geats:

Gauti Warriors

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Huns:
Hunnic Axemen

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Jutes:

Spears of Jutes

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Ostrogoths:

Ostrogothi Swordsmen

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Eastern Roman Empire:

Eastern Roman Elite Guards

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Western Roman Empire:

Western Roman Spearmen

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Sassanid Empire:

Sassanid Heavy Macemen

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Saxons:

Saxons Axes

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Vandals:

Vandal Swordsmen

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Visigoths:

Visigothi Heavy Axemen

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Units for all Viking factions (made by our friend Zaskar70):

Viking Despoilers

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Viking Ravagers

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Viking Hunters

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Mounted Viking Ravagers

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Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.Follow us here - Team Radious

- Projectiles changes: Javelins and Slings are tier weapons now, depending on the unit tier they will use different javelin, which differs from each other by base damage, AP damage, range, reload and amount of ammo.
- Arrow and Bow types rebalanced - differs from each other by damage, AP damage, range, reload and amount of ammo.
- Additional unit balancing.
- Fatigue system rebalanced - Unlike previous system where units got tired super fast and recovered super fast, it takes longer between each stage of fatigue, unit dont tire extremly fast, but also recovery takes longer, overall way more variety and options how to use this system to your advantage. Also each fatigue level has now different debuffs for unit speed, attack and defence skills.
- Battle abilities reworked - added several new abilities, changed effects of plenty others - their buffs, debuffs, fatigue penalties, active and recharge times.
- Additional melee weapons balancing + few more weapon tiers.
- Horses will refuse to charge into Charge reflectors more often (spear infantry, from 30% to 40%).
- Slightly increased mass of medium, heavy and very heavy infantry to be slightly harder to "run over them" with horses. Boosted mass bonus for shield wall and spear wall so its now essential defence vs strong cavalry charges.
- Rebalanced Battle Climate possibilities - smaller chance for FoG or Rain (chances before were too high).
- Adjusted unit heights - no longer tiny Romans vs gigantic Barbarians.

Graphics:

- Improved Main menu Logo by Silent Resident
- Improved visuals of campaign water with the inclusion of "Legionaire' Better Water Mod" (thanks to Little Legionaire)

Re: Changelogs (Updated 13.4.2015)

Updated - 13.4.2015:
Radious Total War:

- Additional balancing.
- Recruitment changes.
- Several bug fixes.
- Reworked and rebalanced garrisons in major/minor cities level 3-4 for all cultures.
- Visual and Artistic Overhaul:
- Complete set of new loading screens, backgrounds, logo and layout for all what is loading.
- Whole new and unique UI designed for every culture differently: